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A Venusian Wishing Well

Not quite sure why I never got around to posting it, but around this time last year I completed an environment project with a fellow student and colleague. A collaborative effort, this was completed with Bryan Bothwell. Our aim was to explore the science fiction genre through a more intimate setting than the frigid and empty expanse of a cargo hold, hangar, or hallway. This cave serves as an ancient, sacred place where Venusians come to appeal to their deities and the powers that be. Thank you to SilverTm at the Unreal Marketplace for the ivy blueprint. All other assets were created by Bryan and myself.

During the process, I worked on asset creation and environment. My time was spent sculpting and texturing the cave walls and steps featured in the tunnel, developing props such as rocks and plants to fill the scene, foliage textures, and the first pass of set dressing, importing assets, and material setup in engine. Glad to have learned more since completing this project, though!

Gate modeled by Bryan Bothwell.

Gate modeled by Bryan Bothwell.

Rocks were modeled in 3DSMax, sculpted in ZBrush, and textured in Substance Painter. Using Unreal Engine, we composited the scene and arranged the assets we completed to create a compelling space, utilizing 2k PBR textures.

Rocks were modeled in 3DSMax, sculpted in ZBrush, and textured in Substance Painter. Using Unreal Engine, we composited the scene and arranged the assets we completed to create a compelling space, utilizing 2k PBR textures.

Plants were modeled in 3DSMax, sculpted in ZBrush, and textured in Substance Painter. Using Unreal Engine, we composited the scene and arranged the assets we completed to create a compelling space, utilizing 2k PBR textures.

Plants were modeled in 3DSMax, sculpted in ZBrush, and textured in Substance Painter. Using Unreal Engine, we composited the scene and arranged the assets we completed to create a compelling space, utilizing 2k PBR textures.